Th e So r c e r e r
Level
Proficiency
Bonus
Sorcery
Points Features
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Sorcerous
Origin
4 2 2 — — — — — — — —
2nd +2 2 Font of Magic 4 3 3 — — — — — — — —
3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 (^5) — 5 6 4 3 2 — — — — — —
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —
7th +3 (^7) — 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 (^9) — (^51043331) — — — —
10th +4 10 Metamagic (^61143332) — —— —
11th +4 11 — (^612433321) — ——
12th +4 12 Ability Score Improvement (^612433321) — ——
13th +5 (^13) — (^613433321) 1 — —
14th +5 14 Sorcerous Origin feature (^6134333211) — —
15th +5 (^15) — (^61443332111) —
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 (^17) Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature (^615433331111)
19th +6 19 Ability Score Improvement (^615433332111)
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
Sorcerers often
have obscure or quixotic
motivations driving them
to adventure. Som e seek a greater
understanding of the magical force that infuses
them, or the answer to the mystery of its origin. Others
hope to find a way to get rid of it, or to unleash its full
potential. Whatever their goals, sorcerers are every bit
as useful to an adventuring party as wizards, making
up for a comparative lack of breadth in their magical
knowledge with enormous flexibility in using the
spells they know.
Cr e a t in g a So r c e r e r
The most important question to consider when creating
your sorcerer is the origin of your power. As a starting
character, you'll choose an origin that ties to a draconic
bloodline or the influence of wild magic, but the exact
source of your power is up to you to decide. Is it a family
curse, passed down to you from distant ancestors? Or
did som e extraordinary event leave you blessed with
inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing
through you? Do you embrace it, try to master it, or
revel in its unpredictable nature? Is it a blessing or
a curse? Did you seek it out, or did it find you? Did
you have the option to refuse it, and do you wish you
had? What do you intend to do with it? Perhaps you
feel like you’ve been given this power for som e lofty
purpose. Or you might decide that the power gives you
the right to do what you want, to take what you want
from those who lack such power. Perhaps your power
links you to a powerful individual in the world—the fey
creature that blessed you at birth, the dragon who put
a drop of its blood into your veins, the lich who created
you as an experiment, or the deity who chose you to
carry this power.
Qu ic k Bu il d
You can make a sorcerer quickly by following these
suggestions. First, Charisma should be your highest
ability score, followed by Constitution. Second,
choose the hermit background. Third, choose the
light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
magic missile.
Class Featur es
As a sorcerer, you gain the following class features.
Hit Po in t s
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per sorcerer level after 1st
Pr o f ic ie n c ie s
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbow s
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion